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different occupation-based NPCs ranging from CR 1/8 to 1, as well as guidelines to customize them with racial traits for 20 playable races and advice on how to incorporate them into adventures.  \nDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.  \nThis work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.  \nAll other original material in this work is copyright 2021 by Miguel Centellas and published under the Community Content Agreement for Dungeon Masters Guild.  \nIntroduction  \nI developed the following to help me run encounters in settlements during adventures and campaigns set in the  \nForgotten Realms. I DM for a group of young players (including my daughter) and I wanted to encourage them to spend more time exploring settlements during their“down time.” I wanted to encourage them to lean into social encounters and exploration.  \nThrough trial and error, I discovered that stat blocks for different types of denizens facilitated social encounters by giving clear ideas of the different capabilities that different types of “commoners”would have. In addition to helping me prepare for social encounters, these stat blocks also helped my players develop expectations for how to interact differently with different kinds of “townsfolk”(e.g., an innkeeper vs. a shopkeeper), just like when encountering monsters (e.g., a zombie vs. a goblin) .  \nThe NPCs included here are primarily meant for small towns, villages, and hamlets that adventurers stumble into during a campaign. A DM can select as many as necessary to populate any settlement. Many of these NPCs would also be found in a metropolis like Waterdeep or Baldur’s Gate, alongside those found in the Monster Manual and other sourcebooks.  \nNPC CR  \n\n| Apothecary | 1/8 |\n| --- | --- |\n| Artisan | 1/8 |\n| Barmaid | 1/8 |\n| Child | 1/8 |\n| Cook | 1/8 |\n| Farmer | 1/8 |\n| Innkeeper | 1/8 |\n| Miner | 1/8 |\n| Shopkeeper | 1/8 |\n| Entertainer | 1/4 |\n| Hermit | 1/4 |\n| Smith or Mason | 1/4 |\n| Mayor | 1/2 |\n| Lord or Lady | 1 |\n| Shaman | 1 |\n| Sheriff | 1 |\n\nGeneral Advice for Using NPCs  \nDMs using this supplement should still follow common advice for using NPCs in their game:  \n§ Give the NPC a name  \n§ Give the NPC some roleplaying information, such as bonds, goals, or ideals  \n§ Give the NPC identifying characteristics (race, gender, age, etc.)  \n§ Give the NPC a starting attitude of friendly, indifferent, or hostile (see DMG pp. 244-245)  \nMost of this can be done using random tables or simply by deciding what works best for your table or better suits your campaign. But the most important thing is to give your players a reason to want to interact with NPCs. Your  \nNPCs can help drive the story forward by sharing rumors, knowledge, or side quests with the player characters.  \nUsing NPCs to Advance the Story  \nThe various NPCs and their locations can serve a variety of different functions that help advance an adventure or campaign.  \nNPCs as Clues. The residents of a settlement have some knowledge of the broader world around them, including information related to the payer characters’quests. If each NPC has one or two pieces of useful information (“clues”), players will find more information the more interactions they have with NPCs. By spreading information across multiple NPCs in overlapping ways, the player characters can verify or triangulate what they (think they) already know.  \nNPCs as Traps. Some NPCs could serve as obstacles (“traps”) that player characters need to detect and disarm or avoid altogether. Maybe the local bla","cbCaicSvD6HEVPy5","https://ap.wps.com/l/cbCaicSvD6HEVPy5","pdf",528948,"English","# Introduction\n## General Advice for Using NPCs\n## Using NPCs to Advance the Story\n## Townsfolk\n## Using Townsfolk NPC Stat Blocks","[{\"question\":\"What does this supplement provide for D\\u0026D 5e settlements?\",\"answer\":\"It provides occupation-based NPC stat blocks for townsfolk, along with guidelines to customize them with racial traits and suggestions for using them in adventures.\"},{\"question\":\"How many NPC stat blocks are included, and what CR range do they cover?\",\"answer\":\"It contains stat blocks for 16 different occupations, ranging from CR 1/8 to 1.\"},{\"question\":\"What are the recommended ways to use NPCs to advance an adventure?\",\"answer\":\"Use NPCs as clues, traps, potential allies or adversaries, and quest givers with small quest hooks to create a more open campaign world.\"}]","Townsfolk - A Collection of NPCs for Settlements in D&D 5e Adventures | PDF",1791274846]